public Boar_LookForPlayerState(FiniteStateMachine finiteStateMachine, Entity entity, string animationBoolName, D_LookForPlayerState stateData, Boar boar) : base(finiteStateMachine, entity, animationBoolName, stateData) { this.boar = boar; }
public Skeleton_LookForPlayerState(EntityNPC entity, FiniteStateMachine stateMachine, string animBoolName, D_LookForPlayerState stateDate, EnemySkeleton enemy) : base(entity, stateMachine, animBoolName, stateDate) { this.enemy = enemy; }
public LookForPlayerState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_LookForPlayerState stateData) : base(entity, stateMachine, animBoolName) { this.stateData = stateData; }
public GoblinArcher_LookForPlayerState(FiniteStateMachine finiteStateMachine, Entity entity, string animationBoolName, D_LookForPlayerState stateData, GoblinArcher goblinArcher) : base(finiteStateMachine, entity, animationBoolName, stateData) { this.goblinArcher = goblinArcher; }
public LookForPlayerState(FiniteStateMachine finiteStateMachine, Enemy enemy, string animationBoolName, D_LookForPlayerState stateData) : base(finiteStateMachine, enemy, animationBoolName) { StateData = stateData; }
public E1_LookForPlayerState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_LookForPlayerState stateData, Enemy1 enemy) : base(entity, stateMachine, animBoolName, stateData) { this.enemy = enemy; }
public Ogre_LookForPlayerState(FiniteStateMachine finiteStateMachine, Enemy entity, string animationBoolName, D_LookForPlayerState stateData, Ogre ogre) : base(finiteStateMachine, entity, animationBoolName, stateData) { _ogre = ogre; }
public LookForPlayerState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_LookForPlayerState _stateData) : base(_entity, _stateMachine, _animBoolName) { stateData = _stateData; }
public Elf_LookForPlayerState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_LookForPlayerState _stateData, Elf _elf) : base(_entity, _stateMachine, _animBoolName, _stateData) { elf = _elf; }
public ESlobberingHusk_LookForPlayerState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_LookForPlayerState stateData, Enermy_SlobberingHusk enermy) : base(entity, stateMachine, animBoolName, stateData) { this.enermy = enermy; }
public ESoulWarrior_LookForPlayerState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_LookForPlayerState stateData, Enermy_SoulWarrior enermy) : base(entity, stateMachine, animBoolName, stateData) { this.enermy = enermy; }
public Pink_LookForPlayerState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_LookForPlayerState _stateData, Pink _pink) : base(_entity, _stateMachine, _animBoolName, _stateData) { pink = _pink; }
public Archer_LookForPlayerState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_LookForPlayerState _stateData, Archer _archer) : base(_entity, _stateMachine, _animBoolName, _stateData) { archer = _archer; }